Devs, please revert Lifeweaver's health changes

Life Cycle was definitely a problem. It was an uninteractive perk with a ton of free value. I understand replacing it with something else. But can we please not also reduce his max health at the same time?

Lifeweaver’s niche is his survivability and how it allows him to take risks and soak pressure that would get other supports killed. After over TWO YEARS since his release he is finally being seen as an actually decent character. Can we please not reduce him back to being a joke? Please devs, revert the health nerf. See where he lands with his strongest perk now gone. You don’t need to go breaking his kneecaps.

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He’s still going to be survivable, and the new perk will be great too

It’s increased attack speed on the platform, right? That means his thorns but it also means his blossom, it would be 25% increased damage and healing

I may be biased since I play lifeweaver from time to time, but I hard agree. I wouldn’t mind trying him out a few times after they nerf his survivability, but I’m not excited considering how often I deal with flankers. I guess if worse comes to worse, I’ll just stop using him as an option when the opposing team is up my butt and my team is too busy fighting what’s in front to turn around for me by the time my cooldowns are in effect lol

So? Why nerf it in the first place? It’s an arbitrary nerf that removes his niche in the support roster, his survivability. He’s just going to be average now.

Yes, but it is competing with Superbloom, which is already a great perk. That won’t be enough to offset the two major nerfs he’s receiving.

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thats a good perk dont get me wrong, but thats also assuming youre either letting another player use it if you cant (even less survivability if youre being hard targeted and the timing is off) or youre standing like a sitting duck on a platform waiting for it to be destroyed in two seconds or for you to be attacked and forced off of it/killed instantly. (thinking again about snipers and flankers both here)

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What makes it arbitrary? Because you don’t like it? I don’t see you questioning them nerfing McCrack’s health pool even though he has very little in the way of longevity

And you’re sleeping on the platform perk. It’s increased damage to everyone that stands on it and increased healing to everyone that it applies to. It’s not as generally applicable as super bloom since that’s always active, but the platform will offer much greater potential.

Because he is not overpowered. Because nerfing a character who has underperformed for two and a half years the second they become somewhat viable is stupid. It’s not hard to understand.

And you’re vastly overvaluing it. How often are you going to have teams clumped onto your platform to take advantage of it? How often is a platform going to stay alive for longer than a few seconds if it’s being used by multiple team members.

Also, that doesn’t even matter. If it’s too strong, it gets nerfed. We don’t balance heroes based on their best set of perks. We balance the perks. However strong the perk ends up being is irrelevant to this discussion. Hence why I don’t bring it up at all in my original post.

It shouldn’t be hard to understand either that Lifeweaver has recieved many buffs and they likely have a reason to nerf this specific aspect of him, and in fact they said as much in the patch notes. He is hard to kill, that’s a fact now, it was a fact before he got all the numerous buffs, many of which weren’t related to his health pool or perks.

And I’m not overvaluing it, it sounds to me like you underuse the platform. You don’t have to be sitting up in the open air visible to everyone to get value out of it. There are plenty of corners to use, overhangs that block enemy sightlines on it, high up windows on vertical maps to look through, as well as just using it when enemies are below you to be safer. It’s an ability that gets more value the more you think about the different ways you can apply it.

Plus, you could just straight up pop it in a little doorway you were gonna stand in anyways and it won’t even shoot way up into the air. In that circumstance the perk is just a free huge boost to your efficancy.

Given Lifeweaver will be healing more between having the dash perk on a minor and the platform perk on a major, I’d say it makes sense to make him easier to pressure so that he doesn’t get as much free value.

You should be happy they nerfed his health instead of his cooldowns. A real arbitrary way to nerf his survivability would have been a 7 second dash cooldown.

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I do agree that platform will have to be used strategically, thats also assuming it works as intended every time. As with anything in this game, its prone to not working “as intended” from time to time, but thats neither here nor there. I mentioned snipers or flankers because either WILL go out of the way to mess up a lw on a platform, boosted with perk or not, but thats nothing new. Especially if they think they’re safe just because of their position. I’m not disagreeing that this perk is good, I think OP is undervaluing it a little tbh, it could be good in specific situations. LW is most likely just going to be played differently now, which isn’t a bad thing, just takes getting used to. It just sucks to be less viable against different matchups, and deciding whats the best spot to petal and hide vs whats the best spot to use pull at maximum effectiveness and possibly not being able to use petal during certain ults due to a cooldown (for those that typically liked being able to use it for orisa ult for example) - assuming for all different scenarios like lack of communication (“take this petal and shoot so i can go pull” to get maximum petal uptime for example) honestly overwatch has so many variables that like I said, i’d personally have to try it out and see if its worthwhile.

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He was a considered a troll support after his first several set of buffs too. If they “likely have a reason” they sure haven’t shown one. Bringing his health in line with the rest of the support roster with absolutely no compensation does not align with his current power level.

Nobody is out here complaining about Lifeweaver taking over the game. The majority of folks are just glad he’s finally decent.

Yes, and that has always been his niche. It’s what allows him to soak pressure, deal damage, and do more than just healbot in the backline. Now we’re removing that in exchange for what? Nothing. The hero finally becomes decent and they break his kneecaps and give him even less playmaking potential.

Don’t care. Irrelevant. It doesn’t matter strong or weak the perk is. If it’s overpowered compared to Superbloom, it will be nerfed until they are both equally viable.

20 more healing on his dash is a boring and low value perk. It’s not going to factor into your gameplay at all. They might as well have made the perk “Lifeweaver heals 4 more health each blossom”. His old minor gave him much more “free value” than this, so it doesn’t make sense to remove it on top of nerfing his health in the same patch.

He didn’t need a nerf. That is the point of this thread. I am disappointed either way.

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Okay, so reasoning

Assuming you pick the dash perk over the cleanse perk, and you probably will, then you are straight up healing more than before. Even if you don’t like the platform perk and even if the dash perk is worse now, you weren’t picking either before if you went for superbloom. Now you get superbloom and dash perk.

Then if you take the platform perk, you now double up on extra healing. Lifeweaver will almost always be healing more now than he was in the previous patch. His healing has been almost net buffed as of the perk changes.

You don’t see that as any reason at all to consider changes to him?

You just don’t like that they’re nerfing any aspect of the character, straight up. You’re not thinking about it, you’re just angry.

Now let’s make a comparison. 20 more potential health on a blossom every 5 seconds, or 10 health on himself every second. That’s 4 health per second for using your survivability cooldown versus 10 health per second for existing.

So no, actually it’s less healing.

???

And you lose Life Cycle, his best perk, because it was removed from the game. This is called opportunity cost. You’re acting as if Lifeweaving becoming a minor perk is somehow a buff when it replaced one of the best minor perks in the game.

Irrelevant. If it’s that much better than Superbloom, his already balanced major perk, they will nerf it until both are equally viable options. Please read my last two responses.

No, a character having two perks replaced with untested perks whose power levels are dubious shouldn’t have any bearing on the balance of the character.

“Widow got a new major perk that lets her venom mine deal 20 damage and reveal multiple enemies in a wider radius… So we dropped her down to 150 health to compensate.”

See how nonsensical that is? Why would we nerf a character based on introducing new perks? Perks that are supposed to compete with the power of the perks they already have?

Actually I’m thinking logically. Your argument for nerfing characters preemptively before we even test how their new perks actually affect them is incredibly bad game design.

I don’t think the attack speed effects his healing charge rate from the vids I’ve seen on Twitter testing it tho so it’s kind of useless for healing

Which means its good for damage but you could take Superbloom instead to have good damage without having to stand on platform

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Bruh, healing himself is not the same as healing teammates, now you’re just being obtuse.

Also you are overvaluing lifecycle. Like yeah, permanent healing is quite nice, but also it’s 10 per second dude. Zen heals more than three times that and his healing is considered unreliable. And lifeweaving becoming a minor perk is a buff if you were picking superbloom bevause before you could have neither and now you can have both!

You say a 20 health boost is nothing while acting like 10 hps is a lot. Lifeweaver already has the support passive, a heal on dash, dash activates self healing, and he even has some shields that heal independently of it all too. That 10 hps definitely does not do as much as you think it does unless you are constantly taking damage, in which case it’s still doing very little for you because a Zen orb on ya would be more than three times that healing.

So yeah, you’re just an angry salty soul that won’t be feeling the burn like you think you will after the patch.

I’ll have to test it to be sure. Kiriko ult is also attack speed increase and that affects Lifeweaver’s healing.

Bruh. Healing yourself and healing your allies is still value. When you play a support with any kind of self-healing, that affects your healing stat on the scoreboard. Why? Because healing yourself is just as valuable, if not morseo, than healing your teammates. I’m not being obtuse, you’re just not thinking.

Is Brig’s Inspire less value on herself than on an ally? No. You both get the same value from it. Healing is healing.

Lifeweaving was a bad major perk and now it was nerfed when they made it a minor. Woohoo.

4 health per second in the best case scenario for using your mobility tool off cooldown.

Or…

10 health per second for existing.

Think, my guy. There’s a reason nobody with half a brain takes Cleansing Grasp over it. Having a permanent mini-Zen orb on yourself is strong. You obviously don’t play Lifeweaver.

I’m just disgruntled they’d nerf a character the second he becomes somewhat viable. Still the same contrarian after all this time WamBam. Muted. Have a good life.

Healing yourself is absolutely not as valuable, you’re a support, you’re literal job is to keep your teammates alive and in the fight and more healing makes that easier. Yes, you can’t heal if you’re dead, but I’d much sooner take higher heal output over higher self heal because it makes your output impact the match more.

Mute me if you like, I truly do not care. You’re whining and crying over them not testing a change supposedly when you definitely have not tested it. Stop being a crybaby and try things before whining endlessly.

If he underperforms, just buff the healing he gets from his dash. Stat checks (bloated HP) are simply unhealthy.

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LW’s niche is being an unkillable nuisance that makes everyone else unkillable for certain heroes that literally cannot interact with him. He’s a horrid design and if they aren’t going to rework him, they should gut him

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I don’t understand the logic here. An extra 25 health on a support is “stat checking” so we should just buff his stats to compensate?

Should we also homogenize all the tanks and DPS to have the same health, and buff their other numbers to compensate? A character having slightly more health because of their massive hitbox does not make it a “stat check”.

This was especially true back when they just number buffed his healing numbers to ridiculous amounts back when on his first year of release. Over time, he has slowly shifted to being more proactive as they’ve tied a lot of his value into his survivability and thorns.

They’ve been moving him in the right direction, away from the healbot playstyle. If anything, you should be scared now because they’re more than likely going to buff his healing numbers to compensate and turn him more into a denial bot.